Files
love/src/modules/graphics/SpriteBatch.cpp
T
Alex Szpakowski 694d448e83 Vertex shaders can write to gl_PointSize (fixes #1603).
If a shader uses gl_PointSize then it can only be used when drawing points. If a shader doesn't use gl_PointSize then it can't be used when drawing points.

Added 'ConstantPointSize' and 'CurrentDPIScale' built-in shader uniforms.

ConstantPointSize is in DPI-scaled points, whereas gl_PointSize is in pixels, so to get the correct default behaviour a shader needs to do gl_PointSize = ConstantPointSize * CurrentDPIScale
2021-01-23 13:47:12 -04:00

403 lines
10 KiB
C++

/**
* Copyright (c) 2006-2020 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "common/config.h"
#include "SpriteBatch.h"
// LOVE
#include "Texture.h"
#include "Quad.h"
#include "Graphics.h"
#include "Buffer.h"
// C++
#include <algorithm>
// C
#include <stddef.h>
namespace love
{
namespace graphics
{
love::Type SpriteBatch::type("SpriteBatch", &Drawable::type);
SpriteBatch::SpriteBatch(Graphics *gfx, Texture *texture, int size, BufferDataUsage usage)
: texture(texture)
, size(size)
, next(0)
, color(255, 255, 255, 255)
, colorf(1.0f, 1.0f, 1.0f, 1.0f)
, array_buf(nullptr)
, vertex_data(nullptr)
, modified_sprites()
, range_start(-1)
, range_count(-1)
{
if (size <= 0)
throw love::Exception("Invalid SpriteBatch size.");
if (texture == nullptr)
throw love::Exception("A texture must be used when creating a SpriteBatch.");
if (texture->getTextureType() == TEXTURE_2D_ARRAY)
vertex_format = CommonFormat::XYf_STPf_RGBAub;
else
vertex_format = CommonFormat::XYf_STf_RGBAub;
vertex_stride = getFormatStride(vertex_format);
size_t vertex_size = vertex_stride * 4 * size;
vertex_data = (uint8 *) malloc(vertex_size);
if (vertex_data == nullptr)
throw love::Exception("Out of memory.");
memset(vertex_data, 0, vertex_size);
Buffer::Settings settings(BUFFERUSAGEFLAG_VERTEX, usage);
auto decl = Buffer::getCommonFormatDeclaration(vertex_format);
array_buf.set(gfx->newBuffer(settings, decl, nullptr, vertex_size, 0), Acquire::NORETAIN);
}
SpriteBatch::~SpriteBatch()
{
free(vertex_data);
}
int SpriteBatch::add(const Matrix4 &m, int index /*= -1*/)
{
return add(texture->getQuad(), m, index);
}
int SpriteBatch::add(Quad *quad, const Matrix4 &m, int index /*= -1*/)
{
if (vertex_format == CommonFormat::XYf_STPf_RGBAub)
return addLayer(quad->getLayer(), quad, m, index);
if (index < -1 || index >= size)
throw love::Exception("Invalid sprite index: %d", index + 1);
if (index == -1 && next >= size)
setBufferSize(size * 2);
const Vector2 *quadpositions = quad->getVertexPositions();
const Vector2 *quadtexcoords = quad->getVertexTexCoords();
int spriteindex = (index == -1 ? next : index);
size_t offset = spriteindex * vertex_stride * 4;
auto verts = (XYf_STf_RGBAub *) (vertex_data + offset);
m.transformXY(verts, quadpositions, 4);
for (int i = 0; i < 4; i++)
{
verts[i].s = quadtexcoords[i].x;
verts[i].t = quadtexcoords[i].y;
verts[i].color = color;
}
modified_sprites.encapsulate(spriteindex);
// Increment counter.
if (index == -1)
return next++;
return index;
}
int SpriteBatch::addLayer(int layer, const Matrix4 &m, int index)
{
return addLayer(layer, texture->getQuad(), m, index);
}
int SpriteBatch::addLayer(int layer, Quad *quad, const Matrix4 &m, int index)
{
if (vertex_format != CommonFormat::XYf_STPf_RGBAub)
throw love::Exception("addLayer can only be called on a SpriteBatch that uses an Array Texture!");
if (index < -1 || index >= size)
throw love::Exception("Invalid sprite index: %d", index + 1);
if (layer < 0 || layer >= texture->getLayerCount())
throw love::Exception("Invalid layer: %d (Texture has %d layers)", layer + 1, texture->getLayerCount());
if (index == -1 && next >= size)
setBufferSize(size * 2);
const Vector2 *quadpositions = quad->getVertexPositions();
const Vector2 *quadtexcoords = quad->getVertexTexCoords();
int spriteindex = (index == -1 ? next : index);
size_t offset = spriteindex * vertex_stride * 4;
auto verts = (XYf_STPf_RGBAub *) (vertex_data + offset);
m.transformXY(verts, quadpositions, 4);
for (int i = 0; i < 4; i++)
{
verts[i].s = quadtexcoords[i].x;
verts[i].t = quadtexcoords[i].y;
verts[i].p = (float) layer;
verts[i].color = color;
}
modified_sprites.encapsulate(spriteindex);
// Increment counter.
if (index == -1)
return next++;
return index;
}
void SpriteBatch::clear()
{
// Reset the position of the next index.
next = 0;
}
void SpriteBatch::flush()
{
if (modified_sprites.isValid())
{
size_t offset = modified_sprites.getOffset() * vertex_stride * 4;
size_t size = modified_sprites.getSize() * vertex_stride * 4;
if (array_buf->getDataUsage() == BUFFERDATAUSAGE_STREAM)
array_buf->fill(0, array_buf->getSize(), vertex_data);
else
array_buf->fill(offset, size, vertex_data + offset);
modified_sprites.invalidate();
}
}
void SpriteBatch::setTexture(Texture *newtexture)
{
if (texture->getTextureType() != newtexture->getTextureType())
throw love::Exception("Texture must have the same type as the SpriteBatch's previous texture.");
texture.set(newtexture);
}
Texture *SpriteBatch::getTexture() const
{
return texture.get();
}
void SpriteBatch::setColor(const Colorf &c)
{
colorf.r = std::min(std::max(c.r, 0.0f), 1.0f);
colorf.g = std::min(std::max(c.g, 0.0f), 1.0f);
colorf.b = std::min(std::max(c.b, 0.0f), 1.0f);
colorf.a = std::min(std::max(c.a, 0.0f), 1.0f);
color = toColor32(colorf);
}
Colorf SpriteBatch::getColor() const
{
return colorf;
}
int SpriteBatch::getCount() const
{
return next;
}
void SpriteBatch::setBufferSize(int newsize)
{
if (newsize <= 0)
throw love::Exception("Invalid SpriteBatch size.");
if (newsize == size)
return;
size_t vertex_size = vertex_stride * 4 * newsize;
int new_next = std::min(next, newsize);
void *new_vertex_data = realloc(vertex_data, vertex_size);
if (new_vertex_data == nullptr)
throw love::Exception("Out of memory.");
auto gfx = Module::getInstance<graphics::Graphics>(Module::M_GRAPHICS);
Buffer::Settings settings(array_buf->getUsageFlags(), array_buf->getDataUsage());
auto decl = Buffer::getCommonFormatDeclaration(vertex_format);
array_buf.set(gfx->newBuffer(settings, decl, nullptr, vertex_size, 0), Acquire::NORETAIN);
array_buf->fill(0, vertex_stride * 4 * new_next, new_vertex_data);
vertex_data = (uint8 *) new_vertex_data;
size = newsize;
next = new_next;
}
int SpriteBatch::getBufferSize() const
{
return size;
}
void SpriteBatch::attachAttribute(const std::string &name, Buffer *buffer, Mesh *mesh)
{
if ((buffer->getUsageFlags() & BUFFERUSAGEFLAG_VERTEX) == 0)
throw love::Exception("GraphicsBuffer must be created with vertex buffer support to be used as a SpriteBatch vertex attribute.");
AttachedAttribute oldattrib = {};
AttachedAttribute newattrib = {};
if (buffer->getArrayLength() < (size_t) next * 4)
throw love::Exception("Buffer has too few vertices to be attached to this SpriteBatch (at least %d vertices are required)", next*4);
auto it = attached_attributes.find(name);
if (it != attached_attributes.end())
oldattrib = it->second;
newattrib.index = buffer->getDataMemberIndex(name);
if (newattrib.index < 0)
throw love::Exception("The specified Buffer does not have a vertex attribute named '%s'", name.c_str());
newattrib.buffer = buffer;
newattrib.mesh = mesh;
attached_attributes[name] = newattrib;
}
void SpriteBatch::setDrawRange(int start, int count)
{
if (start < 0 || count <= 0)
throw love::Exception("Invalid draw range.");
range_start = start;
range_count = count;
}
void SpriteBatch::setDrawRange()
{
range_start = range_count = -1;
}
bool SpriteBatch::getDrawRange(int &start, int &count) const
{
if (range_start < 0 || range_count <= 0)
return false;
start = range_start;
count = range_count;
return true;
}
void SpriteBatch::draw(Graphics *gfx, const Matrix4 &m)
{
if (next == 0)
return;
gfx->flushBatchedDraws();
if (texture.get())
{
if (Shader::isDefaultActive())
{
Shader::StandardShader defaultshader = Shader::STANDARD_DEFAULT;
if (texture->getTextureType() == TEXTURE_2D_ARRAY)
defaultshader = Shader::STANDARD_ARRAY;
Shader::attachDefault(defaultshader);
}
}
if (Shader::current)
Shader::current->validateDrawState(PRIMITIVE_TRIANGLES, texture);
flush(); // Upload any modified sprite data to the GPU.
VertexAttributes attributes;
BufferBindings buffers;
{
buffers.set(0, array_buf, 0);
attributes.setCommonFormat(vertex_format, 0);
}
int activebuffers = 1;
for (const auto &it : attached_attributes)
{
Buffer *buffer = it.second.buffer.get();
// We have to do this check here as wll because setBufferSize can be
// called after attachAttribute.
if (buffer->getArrayLength() < (size_t) next * 4)
throw love::Exception("Buffer with attribute '%s' attached to this SpriteBatch has too few vertices", it.first.c_str());
int attributeindex = -1;
// If the attribute is one of the LOVE-defined ones, use the constant
// attribute index for it, otherwise query the index from the shader.
BuiltinVertexAttribute builtinattrib;
if (getConstant(it.first.c_str(), builtinattrib))
attributeindex = (int) builtinattrib;
else if (Shader::current)
attributeindex = Shader::current->getVertexAttributeIndex(it.first);
if (attributeindex >= 0)
{
if (it.second.mesh.get())
it.second.mesh->flush();
const auto &member = buffer->getDataMember(it.second.index);
uint16 offset = (uint16) buffer->getMemberOffset(it.second.index);
uint16 stride = (uint16) buffer->getArrayStride();
attributes.set(attributeindex, member.decl.format, offset, activebuffers);
attributes.setBufferLayout(activebuffers, stride);
// TODO: We should reuse buffer bindings with the same buffer+stride+step.
buffers.set(activebuffers, buffer, 0);
activebuffers++;
}
}
Graphics::TempTransform transform(gfx, m);
int start = std::min(std::max(0, range_start), next - 1);
int count = next;
if (range_count > 0)
count = std::min(count, range_count);
count = std::min(count, next - start);
if (count > 0)
gfx->drawQuads(start, count, attributes, buffers, texture);
}
} // graphics
} // love